look for valorite crafted arms, hiro sode with 20 LRC, physical fire and poison resists.
look for barbed gloves, 20 LRC physical fire and poison resists.
the LRC on these pieces can vary, depending on what kind of ring you have available.

I use the talisman so I can fit 40 focus on my template. my own preference, it helps with stamina regen a lot. no more walking when getting dumped on =).

There are many different ways to go about it but you'll want these mods at least;

40 LMC
60 in all resist. Because if you get curse spell on ya (and you do alot in pvm and pvp) all your resist are dropped to 60 anyway.
2/6 faster casting and recovery. Unless you always use protection then 0/6 is easier to find with some nice mods.
100 LRC unless you want to have to worry about regs.
45 dci to help protect you from physical damage.

You can use runic pieces to complete a suit like this or combine some artifacts with runic pieces to get the mods you need.

look for valorite crafted arms, hiro sode with 20 LRC, physical fire and poison resists.
look for barbed gloves, 20 LRC physical fire and poison resists.
the LRC on these pieces can vary, depending on what kind of ring you have available.

I use the talisman so I can fit 40 focus on my template. my own preference, it helps with stamina regen a lot. no more walking when getting dumped on =).

Cool. I hate to take this thread off point, but a quick question for you Arch. With the disarm specials, can you still requip right away or is there a timer before you can do so? The reason I ask is I currently have 115 wrestle, but if requip is fast enough, I could drop it and add something else.

Cool. I hate to take this thread off point, but a quick question for you Arch. With the disarm specials, can you still requip right away or is there a timer before you can do so? The reason I ask is I currently have 115 wrestle, but if requip is fast enough, I could drop it and add something else.

Click to expand...

Depends on the template.

My necro mage has to wear a mage weapon, there's no room for wrestling. When you get disarmed, there's like a 5 second timer before you can Equip Last Wep. This is where you run away, always, lol.

the upside to the mage weapon, you can fit another skill on besides wrestle. perfect for mage/eval/resist/med/necro/ss.

the upside to wrestling though, you can wear spellbooks and shields without giving up any defense, and you can use disarm/para blow.

what's your template?

In addition, there's a new preferred Necro gear setup.....one handed mage weapons, spell channeling with defense chance increase. pair that with a ring that gives +magery and you have the perfect necromage, pot chuggin, shield wearing badass.

It would be awesome to have Wrestling on there to get the use of spellbooks and a shield, that's the one thing I really miss. For the books that I do need to hold, I just make sure I don't get too close to anything that wants to melee me.

I do fine without it though, this guy is mainly for withering spawn and killing players. He serves his purpose well enough.

And Currently my suit consist of..
Hat of Magi
Pendant of Mage
Crystalline Ring (Which I'm not 100% sure if I need since I'm already capped on my magery but the SDI and MR is nice)
Orni of the Mag.
Scrappers Comp.
Totem of the Void
Leggings of Embers ( Yea I know, but they do have good defensive, but nothing else)
Rune Beetle Carapace
Crimson Cinture
Still hunting for better pieces for arms and loves and def. for legs, and Gloves
This gives me these stats
Phy. 42
Fire 60
Cold 55
Poison 70
Elect. 70

And Currently my suit consist of..
Hat of Magi
Pendant of Mage
Crystalline Ring (Which I'm not 100% sure if I need since I'm already capped on my magery but the SDI and MR is nice)
Orni of the Mag.
Scrappers Comp.
Totem of the Void
Leggings of Embers ( Yea I know, but they do have good defensive, but nothing else)
Rune Beetle Carapace
Crimson Cinture
Still hunting for better pieces for arms and loves and def. for legs, and Gloves
This gives me these stats
Phy. 42
Fire 60
Cold 55
Poison 70
Elect. 70

Thanks again for all your guys help, you've been more than helpful in helping me out
The best way to learn is to ask people that know more than you lol

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While definitely not the most knowledgeable, I do have a couple of suggestions.

First though, is this for PVE or PVP? I ask because, for me anyway, it will effect what equipment I carry. For PVE I tend to go as high as possible with SDI, MR and Int pluses. Don't really care about resists, as long as they are 50-60ish.

PVP on the other hand, I would care more about DCI and resists, then MR, LMC and finally SDI. You might also want to think of getting the Staff of the Magi, since you don't have wrestle. Please keep in mind, I haven't done any serious PVP for a few years, so this might be faulty info for PVP. GFY and Arch Magus could probably give better tips on that one.

And Currently my suit consist of..
Hat of Magi
Pendant of Mage
Crystalline Ring (Which I'm not 100% sure if I need since I'm already capped on my magery but the SDI and MR is nice)
Orni of the Mag.
Scrappers Comp.
Totem of the Void
Leggings of Embers ( Yea I know, but they do have good defensive, but nothing else)
Rune Beetle Carapace
Crimson Cinture
Still hunting for better pieces for arms and loves and def. for legs, and Gloves
This gives me these stats
Phy. 42
Fire 60
Cold 55
Poison 70
Elect. 70

Find a crafted gorget, arms, and legs with some physical, high fire, some cold, and high poison with lmc/lrc/mr to fill out the mods. You'll need a mage weapon with dci as well (if you want to chug you'll need a no pen, if you don't mind then you can have a -1 fc and use an arcane shield). I would just keep it simple and take all your skills to 120 when you can.

If this is for PvM, then you would at least want to take Eval to 120, since it's your base spell damage. You would, of course, want to max out your spell damage and worry less about DCI (and resists, depending on how you play).

A good suit would involve:

Hat of the Magi
Pendant of the Magi
Crystalline Ring
Scrapper's (Keep in mind if something gets close to melee range, they're always going to hit you since you have no weapon skill. Alternatively you can drop necro and ss for wrestling/inscription, which will give you even more spell damage)
1/2 Chaos Museum Shield
Orny

The idea is to max out your spell damage increase, lmc, and mr. You could fit in Fey Legs if you're worried about the DCI, but that means you'd have to find some REALLY nice arms, gloves, and a tunic.

Hope this helps.

Edit: Also, I think you can afford to drop str and dex for more int. Always, always try to have 125 base int on your mages simply for the sdi bonus it gives as well as mana. Dex is not really going to help you with much for your template.

Stratics Veteran

My necro mage has to wear a mage weapon, there's no room for wrestling. When you get disarmed, there's like a 5 second timer before you can Equip Last Wep. This is where you run away, always, lol.

the upside to the mage weapon, you can fit another skill on besides wrestle. perfect for mage/eval/resist/med/necro/ss.

the upside to wrestling though, you can wear spellbooks and shields without giving up any defense, and you can use disarm/para blow.

what's your template?

In addition, there's a new preferred Necro gear setup.....one handed mage weapons, spell channeling with defense chance increase. pair that with a ring that gives +magery and you have the perfect necromage, pot chuggin, shield wearing badass.

Click to expand...

For pvm you can probably get by with 120 eval and jack of all trade 20 anatomy defense along with 45 DCI.

With 120 eval + 20 anatomy from being human + 20 then divide by 2 you will get 80 weapon skill defensive wise.

At times where the percentages take at HDI and SDI would that be from the hit damage of the item?
And then the SSI and Hit Chance would be seperate more narrowly relate to the PV (users') skill.
Kinetic and Fire Eater still have a useful impact of stopping damage outright.

At times where the percentages take at HDI and SDI would that be from the hit damage of the item?
And then the SSI and Hit Chance would be seperate more narrowly relate to the PV (users') skill.
Kinetic and Fire Eater still have a useful impact of stopping damage outright.

Click to expand...

You realize the last post before you in this thread was 7+ year ago right?

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